Post by Dain Truesteel on Aug 8, 2015 11:39:11 GMT -5
Name: Dain Truesteel Sex: Male Age: 150 Hair: Black Eyes: Gray Race: Dwarf Height: 4' Body Build: Musculare Modifications: N/A Languages read and write: Common, Dwarven, Draconic, Ignan, Crystal- Old Stone, Topaz- Undercommon, Amber- Orcish, Sapphire- Elven Adventure Status Rank: Emerald Adept Dice: 2d70 Hit Points: (44) Base: +35 + 5 Willpower, +4 Endurance Defense DC: (10) Base: +10 Melee Strike: (15) Power Attack- 12 Str, +3 Fighters Weapon Arcane Strike: (0) Ranged Strike: (0) Traits [ Strength ] [12][ Willpower ] [5][ Endurance ] [4] [Charisma][5] [ Intelligence ] [0][ Quickness ] [0][ Perception ] [0] Flaws 1. Distinctive You have some distinctive physical feature such as a scar, a prominent nose, a limp, or some similar characteristic that is hard to disguise or conceal. Characters with this trait might be sensitive about it, or they might play up its presence to gather attention, sympathy, or notoriety. Penalty: -2 on Disguise Checks 2. Intolerance - Orcs You have an irrational dislike, perhaps even a hatred of ONE certain thing. It may be an animal, a class of person, a situation, a race, or just about anything at all. You find it extremely difficult to even be in the same area or room with your intolerance choice, and working together is nigh impossible. Penalty: You suffer a -2 penalty on all social and Charisma based rolls and checks involving the object of your dislike. 3. Magically Inept You can't cast as many spells as others. Penalty: You can only cast half as many spells per adventure as others of your rank and class. Arcane Quirks Class Info Primary Class: Combat Class Bonus: 1d extra attack Primary Profession: Fighter Profession Bonus: "Fighter's Weapon" A fighter chooses any ranged or melee weapon (at no cost), or unarmed that he/she has become proficient using, giving them a +3 damage (DMG) and +3 Strike with that favored weapon or unarmed fighting. Secondary Class: Support Class Bonus: 2 Skills Secondary Profession: N/A Profession Bonus: N/A Gear Primary Weapon: Dwarven Greataxe - 2d10 Paragon Secondary Weapon: N/A Ranged Weapon: Hidden Weapons: 1. 2. 1 Extra Attack Item: 1. Extra Defense Item: Worn Items Head: Face: Neck: Torso: Winged Vest Body (Armor): Fizzwinken's Brawny Morphing Battle-Unit This item normally looks like a heavy steel brooch or cloak clasp, often depicting a heavy helm or sturdy shield. On command, the brooch transforms in a clatter of metallic plates and panels to instantly cover the wearer in a complete suit of +34 DEF full plate, with the design of the brooch displayed on the armor's breastplate. The tassets of this armor have interlocking hands engraved upon them. Wearing this armor gives you a +5 to Strength Check rolls when breaking or picking up items. It also allows you to pick up and move twice as much as you normally would be able to. This does NOT add to your Strength Trait Bonus or Damage! The same command word causes the armor to transform into the brooch. The brooch only transforms if the wearer's armor slot is unoccupied, thus it won't work if the wearer is already armored. The brooch associated with this armor weighs less than a pound and occupies the neck slot when in this form. Coat/cloak: Worgskin overcoat +4 Def/+2 Str Waist: Legs: Arms/Wrist: Dwarven bracers +2/+2 Str Hands: Feet: Body Mod: Rings 1. 2. 3. Consumables 1. 2. 3. 4. 5. Free Slot Items 1. 2. 3. 4. 5. Magical Pack Items 1. 2. 3. 4. 5. Mundane Pack Items 1. 2. 3. 4. 5. Armory 1. Greataxe 2d8 2. 3. 4. 5. 6. 7. 8. 9. 10. General Skills 1. Alert: You gain a +5 to Spot and Listen Checks. 2. Darksight: The ability to see in total darkness up to 60 feet. 3. Iron Will: You have extreme willpower, giving you a +1/+2/+3/+4 to any Willpower Checks. Willpower is what you use to fight against mental, emotional, and magical effects, spells and powers. As you strengthen your resolve and gain experience in the world, so too does you will grow. +1 at skill selection, +2 at Amber Rank, +3 at Emerald and +4 at Obsidian. 4. Fearless: This does not mean you have no fear, it merely means you are able to handle any fear that wells up without reacting negatively, or running away from the area or creature. 5. Strong as an Ox : You are stronger than your average, everyday person of your race, able to pick up twice what you normally would be able to. This gives you a +5 to all Strength check rolls. This is only for strength based checks, this does not add to your Strength Trait. 6. Self-Healing : You are able to heal yourself in some way, shape or form. You are given 10 healing points at Crystal Rank to self-heal yourself during adventures. As you gain rank, your self-heal points go up the same as a person with healing affinity, but they can ONLY be used by you. Emerald - 22 Ruby - 26 Obsidian - 30 7. Magic Affinity: You have innate or learned magic ability. You cannot use magic in OH without this skill. 8. Armor Mastery : At Topaz rank, you may ignore the initiative penalty for Medium Armor, at Sapphire rank they may ignore the penalty for Heavy Armor. 9. Extra Rings : Your familiarity with forging magic rings allows you to make use of more rings than normal. If you are a crafter of magical rings, then you may wear one extra ring for a total of three magical rings. If you are an Arcane (Primary) crafter of magical rings, you can wear two on each hand for a total of four magical rings, and all function normally. Crafting Skills 10. Craft Magic Item : This crafting skill allows you to create magical items, or enchant weapons or armor, and sell them to others. You may choose one type of CMI crafting per gemstone rank, and be sure this is listed very clearly on your dossier. crystal- Magical weapons/Weapon Techs/ Invocation Enchants topaz- Magical Armor / Armor techs amber- Magical Jewelry sapphire- Etch Runes Emerald- Inkantation 11. Advanced Crafting: This skill gives a crafter a one-time +10 bonus to crafting points, and gives you a bonus of 5 crafting points per week that can be used for any type of crafting skill. 12. Paragon Weapons : You are gifted in the art of weaponsmithing and are able to improve weapons with up to 2 extra dice sides, such as as Rapier (1d5) will be (1d6) or (1d7). These weapons will be known as "paragon" weapons. 13. Dwarvencraft : A dwarf that takes dwarvencraft has essentially the skill "Artisan Crafting", but starts with armorsmithing, weaponsmithing and stonecraft when you take this skill. For each gemstone rank you gain after this, you may choose one more artisan crafting type. crystal- Armorsmithing, Weaponsmithing, Stonecraft topaz- Unarmed Improvements amber- Gemcutting sapphire- Jeweler Emerald- Silversmith 14. Improved Runecraft : This skill increases your DC for runes by +2, and allows you to purchase gemstones for runecrafting ONLY for half price. Your runes are considered "improved". Defensive Skills 15. Battle Sense : Years in the field of battle have taught you to read the small signs presented by a foe giving you the ability to see just how they will come at you. As they close in you snap into action, slipping past their assault with one of your own. Once per combat, you may turn the damage meant for you back upon your attacker. 16. Fighters Defense : A fighter having trained with their weapon knows how to use it in both a defensive manner and an offensive manner. Once per combat when attacked with a physical attack, the fighter can defend against it using their primary weapon, causing the attack to do no damage to the fighter. 17. Redirect : Once per combat, you may take advantage of a foe who has attacked you by any means, by reflecting that damage back upon them. It must be the same type of damage; in other words ranged attacks are reflected by ranged, melee by melee, and magic by magic. 18. Parry : You are skilled at deflecting the attacks of your enemies. When you use this skill, you take no damage that your opponent scored upon you, once per combat. Offensive & Combat Skills 19. Battle Rager : The heat of battle, the feel of the splatter of blood, the anger raging inside makes you a monster on the battlefield. Once per combat you may rage and roll 1d more of your dice. (So if you are 2d, you roll 3d. 3d rolls 4d. 4d rolls 5d) 20. Power Attack : This fighting style values the power behind the blow to do the most damage over placement, the force enough to be felt through defenses. Allowing a fighter to use their strength instead of their quickness to add to their melee strike. This is an innate skill. 21. Extension of Self : The fighter has spent their entire life training for that one moment. They suffered so many hardships to learn that valuable lesson. The knowledge to know when to strike. Their weapon becoming a piece of their own body. Driving it forth with thunderous effect. Once per combat rolling their combat dice twice. 22. Combat Affinity: You have an innate or learned fighting style. You cannot use combat maneuvers in OH without this skill. 23. Two-Handed Weapon : You've decided the path to glory lies in cleaving your foes down with a heavy two-handed weapon. It can be a greatsword, polearm, even a massive club as long as it is from the two-handed weapon list. This gives your blows extra oomph allowing you to add in half your Strength Bonus to your damage with a two-handed weapon. This is an innate skill. 24. Weapon Alteration: You've decided the path to glory lies in cutting your foes down as only one fully committed to combat knows how to. Your weapon has some modification done to it (longer strap for a sling, a recurve for bow, higher tension for crossbow, a sharper edge for a sword, a weighted head for a polearm,etc) that grants it a little more punch on delivery. Because of the modification upon this particular weapon, a +2 bonus to damage is gained. This is an innate skill. Flavor 1. Breadth of Experience : Although still young for your kind, you have a lifetime of knowledge and training. You may make an untrained knowledge check on any type of knowledge, and gain a +5 bonus to these rolls. 2. Strong Stomach : You cannot become nauseated. If you are exposed to an effect or condition that would normally make you nauseated, merely feel a bit sick. 3. Carouser: The ability to socialize informally with persons of all social classes, without being seen as an outsider. Also includes the ability to drink considerably less than most observers would think, and resistance to drunkenness as well as aphrodisiacs. 4. Entrepeneur : You have an entrepeneurial spirit and wish to join the ranks of the business men and women of the world. This skill enables you to open a business, such as a tavern, inn, market, etc. At the end of each week, roll a d250 to determine how much gold you've made that week. The number of dice you roll depends on your gemstone rank. So, a Crystal would roll 1d250, Topaz 2d250, Amber 3d250, etc. There are also ways to upgrade your businesses, which allows you to make more gold! 5. Lightning Initiative: You are so quick to dive into battle that you gain a boost to your initiative. +10 to init rolls. 6. Muscle Reactions: Your muscles are always tense, ready to start swinging. You may add your Strength (STR) bonus to your initiative checks in addition to anything else you are allowed to use such as Quickness (QCK) and Lightning Initiative. 7. Polyglot : Every gemstone rank you have achieved, you may choose 1 new language that you speak, read, and write. It can be taken more than once. 8. High Society : You know good manners and were trained to handle social interactions in noble circles. While in noble circles you gain a +5 to Diplomacy checks. Combat Maneuvers Fighting Style: Dwarven Combat Maneuver Name: Might of the Kinsmen Type of Maneuver: Dice Strengthen Range/area of effect: N/A Target/s: Self Duration: Constant / Combat Saving Throw: (Yes or No) No Explanation: By tapping into his history, and the blood that courses through his veins Dain is able to draw forth reserves of strength that presses him beyond his normal capacity. This allows Dain to enhance his combat prowess by the gemstone ranking. Sapphire & Emerald: Constant 6 Ruby: Constant 8 Obsidian: Constant 10 ``````````````````````` Fighting Style: Dwarven Combat Maneuver Name: Arm of the Smith Type of Maneuver: Trait Buff Range/area of effect: N/A Target/s: Self Duration: Adventure Saving Throw: (Yes or No) NO Explanation: All dwarves are natural blacksmiths, and Dain is no different. Many hours spent at the forge has caused the dwarf to be quite powerful. With this being said his strength is boosted nicely from the time spent with hammer and anvil. Sapphire, Emerald, Ruby: +2 Obsidian: +3 ``````````````````````` Fighting Style: Dwarven Combat Maneuver Name: Quick Poultice Type of Maneuver: Heal Range/area of effect: N/A Target/s: Self Duration: N/A Saving Throw: (Yes or No) No Explanation: Sometimes in a fight injuries happen,..and in those times a quick fix is needed. By using this pungent,.not quite fresh smelling goop slapped into a wound and a quick bandageing Dain may heal himself for a certain amount of points dependant upon rank. Emerald: Heal 1/2 Dmg or 25hp Ruby & Obsidian: Heal Full DmgSapphire: Heal up to 20hp Emerald: Heal 1/2 Dmg or 25hp Ruby & Obsidian: Heal Full Dmg ``````````````````````` Fighting Style: Dwarven Combat Maneuver Name: Axe Block Type of Maneuver: Evade Range/area of effect: N/A Target/s: 1 Target Duration: 1 round Saving Throw: (Yes or No) No Explanation: While using his Axe Dain may intercept an attack and force it away from him causing the attack to go out wide or overhead avoiding it altogether. Emerald, Ruby & Obsidian: Evade Full Dmg ``````````````````````` Fighting Style: Dwarven Combat Maneuver Name: Head Thumper Type of Maneuver: Hold Range/area of effect: N/A Target/s: 1 Target Duration: by gemstone rank Saving Throw: (Yes or No) Yes Str vs Targets End Explanation: A good, solid strike to the head is a way to rattle anyones marbles,..and that is just what Dain can do. With any given weapon,... even his own fists or head Dain can strike someone in the head causing them to be rattled and unable to think clearly by the aloted rounds by gemstone ranking. Emerald and Ruby: 3 rounds Obsidian: 4 rounds ``````````````````````` Fighting Style: Dwarven Combat Maneuver Name: Weapon Maintenance Type of Maneuver: Attack Enhancer Range/area of effect: N/A Target/s: Weapon Duration: By gemstone rank Saving Throw: (Yes or No) No Explanation: Every good dwarf knows that a well Maintained weapon is a dwarves best friend. By taking care of their weapon, Dain is able to cause it to work at its best performance, chop smoother, bash harder, stab deeper, what have you. A well maintained weapon is a wonderful thing! Emerald: 5 rounds, 2d5 Damage Ruby: Full Combat, 2d5 Damage Obsidian: Full Combat, 2d8 Damage Diamond: Full Combat, 2d10 Damage |